/Engine/Source/Runtime/RenderCore/Public/MediaShaders.h
This shader expects a separate chroma and luma plane stored in two textures in PF_B8G8R8A8 format. The full-size luma plane contains the Y-components. The half-size chroma plane contains the UV components in the following memory layout: [U0, V0][U1, V1]
class FYCbCrConvertPS : public [FGlobalShader](API\Runtime\RenderCore\FGlobalShader)